﻿/*
 * Created by Wang Lei on 21-07-01.
 * Copyright (c) 2006-2021 Kaitiren
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

using UnityEngine;
using System.Collections;

namespace HLLib
{
	/// <summary>
	///  处理渲染出屏幕逻辑.
	/// HLWillRenderGameObject
	/// </summary>
	public class HLWillRenderGameObject : MonoBehaviour
	{
		/// <summary>
		/// _bIsRender
		/// </summary>
		private bool _bIsRender;

		/// <summary>
		/// _curTime
		/// </summary>
		private float _curTime;

		/// <summary>
		/// _lostTime
		/// </summary>
		private float _lostTime;

		
		/// <summary>
		/// Start
		/// </summary>
		void Start()
		{
			_bIsRender = false;
			_curTime = 0.0f;
			_lostTime = 0.0f;
		}


		/// <summary>
		/// Update
		/// </summary>
		void Update()
		{
			UpdataRenderTime();
		}


		/// <summary>
		/// Gets a value indicating whether this instance is render.
		/// </summary>
		/// <value><c>true</c> if this instance is render; otherwise, <c>false</c>.</value>
		public bool IsRender
		{
			get { return _bIsRender; }
		}


		/// <summary>
		/// Raises the will render object event.
		/// </summary>
		void OnWillRenderObject()
		{
			_curTime = Time.time;
		}


		/// <summary>
		/// _UpdataRenderTime
		/// </summary>
		private void UpdataRenderTime()
		{
			_bIsRender = _curTime != _lostTime ? true : false;
			_lostTime = _curTime;
		}

	}
}
